blockbench-pbr-materials

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Blockbench PBR Materials

Blockbench PBR 材质

Create and manage PBR materials for Minecraft Bedrock RTX and other PBR workflows.
为Minecraft Bedrock RTX及其他PBR工作流创建和管理PBR材质。

Available Tools

可用工具

ToolPurpose
create_pbr_material
Create new PBR material with texture channels
configure_material
Configure material properties
list_materials
List all PBR materials
get_material_info
Get detailed material info
import_texture_set
Import texture_set.json file
assign_texture_channel
Assign texture to PBR channel
save_material_config
Export texture_set.json
工具用途
create_pbr_material
创建带有纹理通道的新PBR材质
configure_material
配置材质属性
list_materials
列出所有PBR材质
get_material_info
获取详细的材质信息
import_texture_set
导入texture_set.json文件
assign_texture_channel
为PBR通道分配纹理
save_material_config
导出texture_set.json

PBR Channels

PBR 通道

ChannelDescriptionFormat
color
Base color/albedoRGB texture
normal
Normal map for surface detailRGB (tangent space)
height
Heightmap for parallax/displacementGrayscale
mer
Metalness/Emissive/Roughness packedR=Metal, G=Emissive, B=Roughness
通道说明格式
color
基础颜色/反照率RGB纹理
normal
用于表面细节的法线贴图RGB(切线空间)
height
用于视差/位移的高度图灰度图
mer
金属度/自发光/粗糙度打包贴图R=金属度, G=自发光, B=粗糙度

Quick Start

快速开始

Create Basic PBR Material

创建基础PBR材质

create_pbr_material: name="stone_pbr", textures={
  color: "stone_color",
  normal: "stone_normal"
}
create_pbr_material: name="stone_pbr", textures={
  color: "stone_color",
  normal: "stone_normal"
}

Create Full Material

创建完整材质

create_pbr_material: name="gold_block", textures={
  color: "gold_color",
  normal: "gold_normal",
  height: "gold_height",
  mer: "gold_mer"
}
create_pbr_material: name="gold_block", textures={
  color: "gold_color",
  normal: "gold_normal",
  height: "gold_height",
  mer: "gold_mer"
}

Material Configuration

材质配置

Set Material Properties

设置材质属性

configure_material: material_id="stone_pbr", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 0.0,
    roughness: 0.8
  }
}
configure_material: material_id="stone_pbr", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 0.0,
    roughness: 0.8
  }
}

Metallic Material

金属材质

configure_material: material_id="gold_block", config={
  metalness_emissive_roughness: {
    metalness: 1.0,
    emissive: 0.0,
    roughness: 0.3
  }
}
configure_material: material_id="gold_block", config={
  metalness_emissive_roughness: {
    metalness: 1.0,
    emissive: 0.0,
    roughness: 0.3
  }
}

Emissive Material (Glowing)

自发光材质(发光)

configure_material: material_id="glowstone", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 1.0,
    roughness: 0.9
  }
}
configure_material: material_id="glowstone", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 1.0,
    roughness: 0.9
  }
}

Texture Assignment

纹理分配

Assign Individual Channel

分配单个通道

assign_texture_channel: material_id="stone_pbr", channel="height",
  texture_id="stone_heightmap"
assign_texture_channel: material_id="stone_pbr", channel="height",
  texture_id="stone_heightmap"

Replace Channel

替换通道

assign_texture_channel: material_id="stone_pbr", channel="normal",
  texture_id="stone_normal_v2"
assign_texture_channel: material_id="stone_pbr", channel="normal",
  texture_id="stone_normal_v2"

Import/Export

导入/导出

Import texture_set.json

导入texture_set.json

import_texture_set: file_path="C:/packs/stone_texture_set.json"
import_texture_set: file_path="C:/packs/stone_texture_set.json"

Export texture_set.json

导出texture_set.json

save_material_config: material_id="stone_pbr",
  output_path="C:/packs/textures/stone_texture_set.json"
save_material_config: material_id="stone_pbr",
  output_path="C:/packs/textures/stone_texture_set.json"

Querying Materials

查询材质

List All Materials

列出所有材质

list_materials
list_materials

Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]

Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]

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Get Material Details

获取材质详情

get_material_info: material_id="stone_pbr"
get_material_info: material_id="stone_pbr"

Returns full channel assignments and config

Returns full channel assignments and config

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MER Texture Format

MER 纹理格式

The MER channel packs three properties into RGB:
  • R (Red): Metalness (0=dielectric, 1=metal)
  • G (Green): Emissive intensity (0=none, 1=full glow)
  • B (Blue): Roughness (0=smooth/shiny, 1=rough/matte)
MER通道将三个属性打包到RGB中:
  • R(红色):金属度(0=电介质,1=金属)
  • G(绿色):自发光强度(0=无,1=完全发光)
  • B(蓝色):粗糙度(0=光滑/有光泽,1=粗糙/哑光)

Creating MER Texture

创建MER纹理

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Create blank MER texture

Create blank MER texture

create_texture: name="block_mer", width=16, height=16, fill_color=[0, 0, 204, 255] # Non-metal, no glow, 80% rough
create_texture: name="block_mer", width=16, height=16, fill_color=[0, 0, 204, 255] # Non-metal, no glow, 80% rough

Paint metallic areas (R channel)

Paint metallic areas (R channel)

paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}], brush_settings={color: "#FF0000", size: 4} # Metallic spot
paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}], brush_settings={color: "#FF0000", size: 4} # Metallic spot

Paint glowing areas (G channel)

Paint glowing areas (G channel)

paint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}], brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}
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paint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}], brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}
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Common Material Types

常见材质类型

Stone/Rock

石头/岩石

create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}
create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}

Metal (Gold, Iron)

金属(金、铁)

create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
  metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}
create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
  metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}

Glass/Crystal

玻璃/水晶

create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}
create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}

Glowing Block

发光方块

create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}
create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}

Subsurface Scattering (Bedrock 1.21.30+)

次表面散射(Bedrock 1.21.30+)

configure_material: material_id="leaves", config={
  subsurface_scattering: {
    red: 0.3,
    green: 0.8,
    blue: 0.2
  }
}
configure_material: material_id="leaves", config={
  subsurface_scattering: {
    red: 0.3,
    green: 0.8,
    blue: 0.2
  }
}

Workflow Example

工作流示例

Complete Block Material

完整方块材质

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1. Create base textures

1. Create base textures

create_texture: name="brick_color", width=16, height=16 create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF" create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]
create_texture: name="brick_color", width=16, height=16 create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF" create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]

2. Paint textures (color, normal, mer)

2. Paint textures (color, normal, mer)

paint_with_brush: texture_id="brick_color", ... paint_with_brush: texture_id="brick_normal", ...
paint_with_brush: texture_id="brick_color", ... paint_with_brush: texture_id="brick_normal", ...

3. Create material

3. Create material

create_pbr_material: name="brick", textures={ color: "brick_color", normal: "brick_normal", mer: "brick_mer" }
create_pbr_material: name="brick", textures={ color: "brick_color", normal: "brick_normal", mer: "brick_mer" }

4. Configure

4. Configure

configure_material: material_id="brick", config={ metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85} }
configure_material: material_id="brick", config={ metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85} }

5. Export

5. Export

save_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"
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save_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"
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Tips

提示

  • Normal maps use tangent space (blue-ish color, RGB where B is up)
  • Height maps are grayscale (white=high, black=low)
  • MER channels can be painted separately or as a combined texture
  • Use
    list_materials
    to see what's available
  • Always test in-game with RTX enabled for accurate preview
  • Roughness 0 = mirror-like, Roughness 1 = completely diffuse
  • 法线贴图使用切线空间(偏蓝色,RGB中B代表向上)
  • 高度图为灰度图(白色=高,黑色=低)
  • MER通道可以单独绘制或作为组合纹理绘制
  • 使用
    list_materials
    查看可用材质
  • 始终在开启RTX的游戏内测试以获得准确预览
  • 粗糙度0=镜面效果,粗糙度1=完全漫反射